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IDProjectCategoryLast Update
0016826Stars Beyond ReachSuggestionAug 18, 2015 12:54 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version0.840 (Pollution/Crime/Teleporters/Blueshirts) 
Summary0016826: Give Computer Clusters Adjacent Science Boost.
DescriptionConsider giving Computer Clusters a small! (17%) boost to adjacent Science production. This can be later enhanced by consuming resources, but the small adjacency boost will encourage players to build them in a way that will later be what they want (when they turn it on). The 17% bonus is enough to count the computer core equivalent to another Science Lab, but when boosted will increase production beyond that.

Also, I'm not sure if you had thought about it, but your code is versatile enough to drop all of the adjacency bonuses into PlayerBuildings.csv.

I just added the columns
ProvidesFreeAdjacencyBuffs1
ProvidesFreeAdjacencyBuffs1_Multiplier
ProvidesFreeAdjacencyBuffs2
ProvidesFreeAdjacencyBuffs2_Multiplier

And can freely update the building adjacency bonuses very easily.
TagsNo tags attached.

Activities

ptarth

May 25, 2015 4:10 am

reporter   ~0041114

In retrospect, considering a similar bonus to all of the resource consumption buildings is not unreasonable either.

Chris_McElligottPark

May 25, 2015 10:52 am

administrator   ~0041131

I definitely like this. And yep, I know that about the code, I just hadn't mentioned it. ;) But as a testing aid, it's super useful and please feel free.

If you have ideas on bonuses for each of the buildings, that would be appreciated. I don't have the mental bandwidth at the moment, but I like your idea here and suspect I would like your other ones, too.

ptarth

May 25, 2015 1:35 pm

reporter   ~0041157

My first idea is that if your username is ptarth, your building automatically gain ....

I'll start a forum discussion and we'll come up with something more comprehensive.
Are we limited to just 2 buffs, or could you see your way to having 3+ in special circumstances.

Chris_McElligottPark

May 25, 2015 3:04 pm

administrator   ~0041162

Cheers, thanks!

The limit here is a hard cap of 2. Any more than that I think gets to be too overwhelming for players to manage. In the case of these specific buildings, since they are already bonus-granting buildings when using resources, I have an extremely strong preference for only one inherent bonus on each one.

ptarth

May 25, 2015 3:35 pm

reporter   ~0041170

Acknowledged.

ptarth

May 25, 2015 7:37 pm

reporter   ~0041187

Added PlayerBuilding.xls with all current bonuses. I'll upload another with suggested other building changes later.

ptarth

May 25, 2015 7:37 pm

reporter  

PlayerBuildings840.xls (55,296 bytes)

ptarth

May 26, 2015 3:40 am

reporter  

ptarth

May 26, 2015 3:41 am

reporter  

ResourcesWhere.xls (30,720 bytes)

ptarth

May 26, 2015 4:01 am

reporter   ~0041192

First draft uploaded PlayerBuildingsProposal.xls. A file is easier to handle for this amount of information. This was harder than it sounded. I also ended up having to create a bunch of new tags. The current BoostFromBuilding list isn't as fully developed as the other Boosts.

Most buildings have at least one bonus. The resource consumption buildings have problems. They are just too diverse. We can arbitrarily choose a bonus, but it would feel odd.

For example, the ComputingCluster is supposed to boost Research Labs, its one of the guiding principles of city design (I still haven't managed to get it to work, but whatever). However, ComputingCluster gets Scientific Pursuit and Advanced Electronic Resources. These grant the following bonuses:

x2 MiliaryBoost x2
x2 Military Market Item Boost x2
x2 Science Boost x2
x1 EntertainedLarge, SolarPowerBoost, LinguisticsBoostLarge, PwrUseReductionHuge
CDthPrvntBoostLarge, QB_ConsumerLarge, CrownsRetail, NuclearPowerBoost

So the 'purpose' of the building is actually a minority use for the building. That's not intuitive. If you don't have access to it on hand, I've appended the current resource consumer building to the ResourcesWhere.xls (B, Where) file for quick access.

Alternatively, the resources bonus could be more strongly linked to the resource consumption building.Something like:

Computing Cluster: Power & Research. Science Boost
Guild Hall: Market Items. QB_Boost or Market Item Rate Boost.
Industrial Chemical: Industry & Medical: Wounded or Disease Boost.
Commercial Chemical: Commerce & Market Inventions: CrownCommerceBoost.
Warehouse: Food: Food Boost
Advanced Fuel Mixer: Military and Industry: MilitaryBoost

Chris_McElligottPark

Aug 18, 2015 12:54 pm

administrator   ~0042783

These are being completely repurposed. Thanks!

Issue History

Date Modified Username Field Change
May 25, 2015 1:19 am ptarth New Issue
May 25, 2015 4:10 am ptarth Note Added: 0041114
May 25, 2015 10:52 am Chris_McElligottPark Note Added: 0041131
May 25, 2015 1:35 pm ptarth Note Added: 0041157
May 25, 2015 3:04 pm Chris_McElligottPark Note Added: 0041162
May 25, 2015 3:04 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 25, 2015 3:04 pm Chris_McElligottPark Status new => feedback
May 25, 2015 3:35 pm ptarth Note Added: 0041170
May 25, 2015 3:35 pm ptarth Status feedback => assigned
May 25, 2015 7:37 pm ptarth Note Added: 0041187
May 25, 2015 7:37 pm ptarth File Added: PlayerBuildings840.xls
May 26, 2015 3:40 am ptarth File Added: PlayerBuildings840proposal.xls
May 26, 2015 3:41 am ptarth File Added: ResourcesWhere.xls
May 26, 2015 4:01 am ptarth Note Added: 0041192
Aug 18, 2015 12:54 pm Chris_McElligottPark Note Added: 0042783
Aug 18, 2015 12:54 pm Chris_McElligottPark Status assigned => closed
Aug 18, 2015 12:54 pm Chris_McElligottPark Resolution open => no change required